dolphin/Source/Core/VideoBackends/Software/SWOGLWindow.cpp
Lioncash f295182833 VideoBackends: Simplify initialization and deinitialization of resources
Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.

Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
2015-12-20 22:40:37 -05:00

132 lines
3.1 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <memory>
#include "Common/GL/GLInterfaceBase.h"
#include "Common/GL/GLUtil.h"
#include "Common/Logging/Log.h"
#include "VideoBackends/Software/SWOGLWindow.h"
std::unique_ptr<SWOGLWindow> SWOGLWindow::s_instance;
void SWOGLWindow::Init(void *window_handle)
{
InitInterface();
GLInterface->SetMode(GLInterfaceMode::MODE_DETECT);
if (!GLInterface->Create(window_handle))
{
INFO_LOG(VIDEO, "GLInterface::Create failed.");
}
s_instance.reset(new SWOGLWindow());
}
void SWOGLWindow::Shutdown()
{
GLInterface->Shutdown();
GLInterface.reset();
s_instance.reset();
}
void SWOGLWindow::Prepare()
{
if (m_init) return;
m_init = true;
// Init extension support.
if (!GLExtensions::Init())
{
ERROR_LOG(VIDEO, "GLExtensions::Init failed!Does your video card support OpenGL 2.0?");
return;
}
else if (GLExtensions::Version() < 310)
{
ERROR_LOG(VIDEO, "OpenGL Version %d detected, but at least 3.1 is required.", GLExtensions::Version());
return;
}
std::string frag_shader =
"in vec2 TexCoord;\n"
"out vec4 ColorOut;\n"
"uniform sampler2D Texture;\n"
"void main() {\n"
" ColorOut = texture2D(Texture, TexCoord);\n"
"}\n";
std::string vertex_shader =
"out vec2 TexCoord;\n"
"void main() {\n"
" vec2 rawpos = vec2(gl_VertexID & 1, (gl_VertexID & 2) >> 1);\n"
" gl_Position = vec4(rawpos * 2.0 - 1.0, 0.0, 1.0);\n"
" TexCoord = vec2(rawpos.x, -rawpos.y);\n"
"}\n";
std::string header =
GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL ?
"#version 140\n"
:
"#version 300 es\n"
"precision highp float;\n";
m_image_program = OpenGL_CompileProgram(header + vertex_shader, header + frag_shader);
glUseProgram(m_image_program);
glUniform1i(glGetUniformLocation(m_image_program, "Texture"), 0);
glGenTextures(1, &m_image_texture);
glBindTexture(GL_TEXTURE_2D, m_image_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glGenVertexArrays(1, &m_image_vao);
}
void SWOGLWindow::PrintText(const std::string& text, int x, int y, u32 color)
{
TextData data{text, x, y, color};
m_text.emplace_back(data);
}
void SWOGLWindow::ShowImage(u8* data, int stride, int width, int height, float aspect)
{
GLInterface->MakeCurrent();
GLInterface->Update();
Prepare();
GLsizei glWidth = (GLsizei)GLInterface->GetBackBufferWidth();
GLsizei glHeight = (GLsizei)GLInterface->GetBackBufferHeight();
glViewport(0, 0, glWidth, glHeight);
glBindTexture(GL_TEXTURE_2D, m_image_texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride / 4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glUseProgram(m_image_program);
glBindVertexArray(m_image_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// TODO: implement OSD
// for (TextData& text : m_text)
// {
// }
m_text.clear();
GLInterface->Swap();
GLInterface->ClearCurrent();
}
int SWOGLWindow::PeekMessages()
{
return GLInterface->PeekMessages();
}